Quote:
Originally Posted by hkic
[You must be logged in to view images. Log in or Register.]
Oh thank you for the quick reply. Only reason I was asking is because I heard coding is a bitch for MQing. Thank you to the dev. team
|
Don't seem necessarily difficult to code. (Theorizing Mode Activate)
Create an array per quest NPC that indexes a count for the received item IDs they will accept for their quests with logic that increases the variable integers by +1 for each of the matching item IDs received in a trade and destroys the item; and on trade, run a check to see if all variables >= 1. If so, decrease all variables by -1 and award the player who performed the last trade the quest reward.
This information would be persistently stored until the server/zone/wherever-this-array-is-stored is reset, though it would make a lot of sense for some logic that sets all applicable variables to 0 upon NPC death.
You could probably even make this a copy/paste job and pass it on to someone who doesn't even know how to code, as long as you taught them where to paste it, how to add/subtract quest items and hook up all the IDs along with a table of what all of the IDs are.
Though, uhh... I guess that could technically fit the bill of being "a bitch", given the sheer amount of quests and quest NPCs where you would have more than 1 item received on turn-in.
(Pull Time Frame Out of Ass Mode Activate) But if you had a more focused list, like just the epic quests, it might take someone an evening or three to implement, given sufficient quantities of caffeine and metal, of course.